Disney May Stop Filming In Georgia If Abortion Law Takes Effect

Following the announcement from Netflix that it would consider no longer filming in Georgia if the state’s abortion law takes effect, Disney has now also weighed in.

CEO Bob Iger told Reuters that Disney would likely pull out of its operations in Georgia if the law goes into effect in 2020 as scheduled. He said it would be “very difficult” to keep filming there if that happens. “I think many people who work for us will not want to work there, and we will have to heed their wishes in that regard,” he said.

“I don’t see how it’s practical for us to continue to shoot there” if the law takes effect, Iger said. Disney filmed some of its biggest movies in Georgia, including Black Panther, Avengers: Endgame, and other Marvel box office juggernauts.

Iger also mentioned that it’s expected that Georgia’s abortion law will be challenged in court. “Right now we are watching it very carefully,” Iger said.

Netflix boss Ted Sarandos said earlier this week that the streaming giant behind shows like Stranger Things and Ozark would “rethink” its operations in Georgia if the abortion law takes effect.

Georgia is a popular place for film and TV productions, with a reported 455 productions taking place there in 2018 alone. The state is popular due to the tax credits that it provides, among other things.

While Netflix and Disney are holding off until more details come to light, The Handmaid’s Tale director Reed Morano said recently that she would not film a new show in Georgia due to the abortion law. The Kristen Wiig comedy Barb and Star Go to Vista Del Mar also recently announced it wouldn’t film in Georgia as planned due to the law.

In addition, JJ Abrams and Jordan Peele said they would donate profits from a new HBO show filming in Georgia to organizations working to fight the Georgia abortion law.

Here’s What It’s Like to Pilot the Millennium Falcon

Note: IGN has been in the business of reviews for more than a decade, but to our knowledge, we haven’t reviewed a theme park ride before now – so consider this an experiment for us as much as you, with the caveat that we have no existing reviews to compare it to, and that your own experience will undoubtedly be colored by what you enjoy most about theme park rides, so we encourage you to visit the park and experience it for yourself if you can! Also, according to the Disney press materials, the ride’s official title is Smugglers Run with no apostrophe, and yes, it bothers us grammar nerds too.

Master Yoda might insist that “size matters not,” but apparently no one told the Imagineers in charge of Galaxy’s Edge, the immersive, 14-acre Star Wars land opening at Disneyland on May 31 and Disney World on August 29.

Continue reading…

Doomsday Clock Delivers the Answers We Crave

This is the chapter of Doomsday Clock we’ve been waiting for. Issue #10 addresses many of the most burning questions fans have been asking since DC Universe Rebirth #1 first revealed Doctor Manhattan as the secret hand altering time itself. Why did Manhattan come to the DC Universe? What has he been doing all this time? What is his ultimate goal? We finally get concrete answers to those questions. And in the process, this issue redefines the very nature of the DC multiverse while setting the stage for the long-awaited showdown between two metahuman titans.

Doomsday Clock had hit a bit of a slump in recent issues, in large part because the focus had shifted from the refugees of the Watchmen universe to DC’s heroes. This story loses some of its weight and significance when it becomes too heavily mired in current DC continuity and loses that fish out of water element. Fortunately, that isn’t a problem this time around. This issue is presented solely from the perspective of Doctor Manhattan, as writer Geoff Johns and artist Gary Frank provide a complete (albeit suitably nonlinear) account of the character’s post-Watchmen life.

Continue reading…

Blizzard Teases More Overwatch Experiences In The Future

Blizzard is currently working on a lot of games; in fact, the studio has more titles in production currently than it ever has in its entire history. The company might not be willing to reveal the new projects just yet, but Blizzard’s CEO J. Allen Brack has now teased that you could see a new Overwatch game outside of the existing shooter.

He told Game Informer that Overwatch, like Blizzard’s other franchises, could extend beyond the initial title into new areas. He mentioned that Warcraft originally started as a RTS before becoming an MMO with World of Warcraft, and also a mobile card game with Hearthstone. You might also see Overwatch extend to new categories, he teased.

“We’ve talked about how we’ve got more games in development than ever before. More games in development than in the entire history of the company,” Brack said. “We also think that there are a lot of different types of games that can exist within the IPs that we have. If we think about the Overwatch IP for example, we think about the Overwatch IP as being extremely large and extremely all-encompassing. Overwatch, the game people experience today, is just being a very small part of what that IP could be.”

Blizzard doesn’t always release all of the games that it works on. For example, Blizzard developed a game called Warcraft Adventures but it was canceled before release.

“We think that a lot of these franchises have the ability to have lots of different types of games, lots of different types of experiences,” Brack said.

Brack also acknowledged that Blizzard is looking to create brand-new franchises as well. The company doesn’t do that often. When it was released in 2016, Overwatch was Blizzard’s first new IP since Diablo about 18 years prior.

“That’s a long time to go without creating a new franchise,” Brack acknowledged. “So we want to create more games in our franchises and we do want to think about new franchises as well.”

J. Allen Brack took over as Blizzard’s new president after founder Mike Morhaime left the company last year.

Blizzard’s next big event is Blizzcon 2019 in November. There is no word on what Blizzard may show, but the company is surely hoping to have a better showing than in 2018 when the company unveiled the mobile game Diablo Immortal to a mixed reaction.

In other news, the Overwatch League’s commissioner recently left Blizzard to join Epic to work on Fortnite.

Total War: Three Kingdoms Sells 1 Million Copies In A Week

Creative Assembly’s new strategy game Total War: Three Kingdoms is off to a hot start. The game sold more than 1 million copies in its first week to become the studio’s fastest-selling strategy game ever. The game is the current No. 1 strategy game on Steam in terms of concurrent players with more than 160,000 peak concurrent players today.

Creative Assembly’s chief product officer Rob Bartholomew said in a statement that the response to Three Kingdoms “exceeded all expectations”

“We’re seeing a lot of ‘best Total War ever’ comments out there. We’re very proud,” he added.

Three Kingdoms is the first Total War game set in China; it takes place in 190 CE. The game was originally scheduled to launch in March, but Creative Assembly delayed it to May to fix bugs, add polish, and make sure the localization was done right.

GameSpot’s Total War: Three Kingdoms review scored the game an 8/10.

“This is the most ambitious that Total War has ever been, from the variety of different ways that you can enjoy the game to the sheer scope of the stories that they’ve weaved around each unique character’s playable experience,” reviewer Ginny Woo said. “Three Kingdoms feels like the rightful evolution of the series, pulling from its roots in historical military tactics to come up with an engrossing modern strategy game that is always a delight, even in its less well-oiled moments.”

59 Star Wars Galaxy’s Edge Photos From Disneyland’s Media Preview Day

Galaxy’s Edge: We Found The Most Expensive Merch Item At Disneyland’s Star Wars Land

With Star Wars: Galaxy’s Edge about to open to the public at Disneyland, fans planning to visit the planet of Batuu are also likely planning to part ways with a lot of their money. Galaxy’s Edge is loaded with new and exclusive merchandise that you won’t be able to find anywhere else (much of which you can take a peek at in our image gallery from visiting the park), ranging in price from a few dollars to a few hundred–and beyond, as we’re about to explain.

For those with plenty of cash to burn, there are some very high-end items for you to browse. During a media preview event, GameSpot found the most expensive piece of merchandise for sale in the new land. For the low, low price of only $25,000, you can have your own custom R-series droid.

Whether you want a perfect replica of R2-D2 or some splashes of color, the design of the droid is up to you, if you’re willing to pay enough. You can customize the droid’s paint job and parts–to an extent that wasn’t clear yet during our sneak peek. You can even choose whether your droid will appear scuffed up and used, or shiny like it just arrived from the factory. The droid is functional, including sounds and lights, and controllable via remote. If you decide to pony up, it will be about 90 days from the time of order to your custom droid arriving at your front door, according to Disney.

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Of course, there are also options for those that don’t want to spend quite that much.

You can also build your own smaller droids for $100, or purchase one that’s been pre-built, with the price depending on the droid in question. Speaking to GameSpot, Disneyland Resort Merchandise Strategy Manager Summer Bloomfield said that prices on droids start at $10.

Honestly, though, everyone should get the $25,000 option and then R2 units can rule the galaxy. Star Wars: Galaxy’s Edge opens at Disneyland on May 31, with Walt Disney World’s arriving on August 29.

Blood and Truth Review – Move, Britannia

As it’s a first-person shooter, it’s not hard to imagine Blood and Truth working without VR. But the ways it reinvigorates some of the genre’s mechanics also wouldn’t be possible without it. Its first-person shooter action is still beholden to some of the inaccuracies and annoyances with PSVR and its less-than-precise tracking. But it also uses these forms of input to give you a satisfying amount of control over each firefight and the various activities between them. Whether it’s tearing off grenade pins with your teeth or hanging from scaffolding while returning fire, Blood and Truth does an admirable job expanding on familiar shooter concepts while maintaining a comfortable VR experience.

Blood and Truth can only be played with two Move controllers. You’re explicitly told to play from a seated position, and you’re given numerous points around your torso to interact with. Putting a hand to your chest, for example, will let you grab stored ammunition for reloading, while you can find handgun holsters on both your hips and slings for larger weapons behind your shoulders. Blood and Truth makes you move to reach the weapons you need at the moment you need them, while also making these movements easy and natural to remember.

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There’s a slightly long calibration process that helps make each of these motions smooth and accurate. A lot of care is taken to ensure that you’re being tracked correctly at all times, which helps when you’re flung into some fast-paced shootouts. The accurate tracking produces one of the most comfortable experiences I’ve ever had using PSVR. Although Blood and Truth doesn’t completely eradicate some tracking issues (which are more hardware related), it entirely sidesteps common issues such as camera drifting and annoyingly erratic motion-tracking losses.

That isn’t to say issues aren’t frustrating when they do crop up. It’s common to wrestle with a two-handed assault rifle and its attached scope while the game struggles to determine the angle that you’re trying to aim at. This leads to numerous frustrating deaths when the situation demands more dexterity than the hardware is capable of providing you, deflating otherwise challenging encounters with failures that feel out of your control.

Blood and Truth almost successfully distracts you from this by giving you much more to do with your hands, enhancing its otherwise rote first-person shooting. Weapons such as a pump-action shotgun feel more satisfying to use when you’re grasping the pump handle with your free hand and actively pulling back to reload after every shot, while a silenced pistol has tangibly more accuracy after you rest your free hand over to the side of it for added stability. Blood and Truth lets you get ridiculous with how you approach combat, too, allowing you to wield a powerful assault rifle in one hand and a sawed-off shotgun in the other at the expense of accuracy.

Your movement in Blood and Truth is limited, but that helps the action flow smoothly. Blood and Truth only ever has you facing in a direction it determines, giving you the control to move to predetermined areas in front of your or strafe to the side at the press of a button. There are no confusing segmented rotations to grapple with, so you’re free to focus on how to navigate your way forward and use what cover is available in effective ways.

With this in mind, it’s comforting that enemies can’t find themselves in inaccessible spaces behind you, and you have enough choices in a firefight to keep it dynamic rather than simply on rails. Transitioning to new cover and the freedom you’re given to make slight adjustments to your firing angles with strafing are smooth and responsive, letting you satisfyingly flank enemies with ease. There are some sparse stealth sections to break up the sometimes unrelenting action, giving you options to navigate through cramped office spaces or derelict apartments and pick off enemies with silenced weapons. It is exhilarating to string together a number of silent kills before being spotted, again highlighting how much space Blood and Truth gives you to work with despite being so restrictive with your movement.

When you’re not poking your head out in between gunshots, you’re doing anything from picking locks to shimmying your way across construction supports and crawling through open vents. Each of these actions (and more) make good use of the Move controllers, making your movements feel more intimate than they ever could with a standard controller. Lock picking, for example, tasks you with rotating one Move controller slowly and then using the other to quickly lock the pin in place when in the right position. It feels both precise and natural, and goes a long way to making the otherwise mundane action of unlocking a door surprisingly engaging.

Although Blood and Truth doesn’t completely eradicate some tracking issues (which are more hardware related), it entirely sidesteps common issues such as camera drifting and annoyingly erratic motion-tracking losses.

The same can be said for the many ways in which Blood and Truth lets you climb around its many environments. You’ll have to reach out to grab overhead bars or protruding rebar pieces from walls to gracefully pull yourself upwards, carefully making sure not to unclench both hands when you’re dangling over a deadly plunge. Some set-pieces make use of this to create some memorable shootouts, as you hang for your life using one arm and frantically return fire with the other. Having to physically grip to hold on, while remaining aware of where your hands are positioned, makes these actions feel all the more natural and satisfying.

With some strong action and creative uses of VR, it’s a shame that Blood and Truth fails to encapsulate all of this into a story that doesn’t feel as disjointed and hokey as it does. Following the escapades of a London-based crime family under threat, Blood and Truth flicks through every gangster story cliche in the book. Moments of gravitas are undone by stilted voice acting and poor writing, while others can’t decide whether they’re trying to be a grounded crime tale or a globe-trotting James Bond imitation. Blood and Truth never settles on a consistent tone that helps move its story along, which make its narrative-focused stages (that feature no action) drawn-out and dull.

Blood and Truth is uneven, especially when it’s determined to get you to focus on an uninteresting story while you’re putting up with the shortcomings of VR. But the beauty of Blood and Truth is that it also does marvelous things with the platform. The addition of motion control make familiar and mundane mechanics engaging, while also breaking up the smartly designed first-person shooting and establishing a great rhythm to the six-or-so-hour campaign. Blood and Truth doesn’t manage to stick the landing in all aspects, but it’s definitely a step forward for PSVR shooters.

Nier Automata’s Yoko Taro Heavily Involved In FFXIV Shadowbringers Content, Naoki Yoshida Says

The upcoming expansion to Square Enix’s MMORPG Final Fantasy XIV, called Shadowbringers, will introduce a wide variety of changes to the core gameplay as well as a slew of new content. And one of the most intriguing additions will be an entire raid dedicated to Nier Automata. It’s called YoRHa: Dark Apocalypse, and it’ll be a lot more than the typical crossover event, although not much has been detailed yet.

However, I had a chance to speak with FFXIV director and lead producer Naoki Yoshida during a preview event for Shadowbringers, and asked about where the idea came from, if there are any details he could tease, and how much Nier’s creator Yoko Taro is involved in the raid’s creation.

Key art for the upcoming Nier Automata crossover raid in Final Fantasy XIV: Shadowbringers.Key art for the upcoming Nier Automata crossover raid in Final Fantasy XIV: Shadowbringers.

Yoshida-san stated that the crossover was driven by player feedback, and elaborated, “When Nier Automata was released, a lot of people were saying, ‘We want 9S or 2B gear in FFXIV!’ Of course, if we’re just simply having attire or an outfit implemented into FFXIV, it’s simple, it’s quick, but I’m sure it wouldn’t be fun from a gameplay perspective.”

I think it leans more towards Nier’s gameplay rather than FFXIV’s battle mechanics. – Naoki Yoshida

He continued, “Why not have Yoko-san come on board and create content that sort of meshes FFXIV and Nier together? And as a reward, you can get the gear and costumes. I feel that it would make for a lot more interesting gameplay, had we had his participation. We approached Yoko-san and asked him, ‘Would you be interested in doing such a project?’ He was happy to be on board.”

Yoko-san’s involvement is very significant, as if he is creating a whole game. Over the course of the next two years, we will continue to work with him and the team to bring content. – Naoki Yoshida

In terms of information on the content, Yoshida-san mentioned that he can’t give many details. But he did say that this raid will have a unique Nier Automata flavor, more so than you might expect.

“We do feel that it’s going to be very much in line with a Nier game and it’ll bring out Yoko-san’s sort of tastes very well. As well as the battle mechanics, I think it leans more towards Nier’s gameplay rather than FFXIV’s battle mechanics. He is writing the text and scenario script, and provided us with ideas for the boss design. And once we do come up with the visual sketches, he would review and check each piece that we bring to him.”

Final Fantasy XIV director and lead producer Naoki Yoshida.Final Fantasy XIV director and lead producer Naoki Yoshida.

“Yoko-san’s involvement is very significant, as if he is creating a whole game. Over the course of the next two years, we will continue to work with him and the team to bring content. We’re really looking forward to continuing this relationship.”

If you’re not familiar with what raids are in MMORPGs, they’re usually long, continuous PvE multiplayer missions with larger parties and varied challenges like difficult multi-step boss battles interspersed with high-stakes puzzles. YoRHa: Dark Apocalypse isn’t expected to be available at the launch of Shadowbringers, as raids are typically rolled out through subsequent updates post-release over a year or two (as mentioned by Yoshida-san above) and require players to be at max level with high-level gear.

Nier Automata producer Yosuke Saito (left) and director Yoko Taro (right) during the crossover announcement.

Nier Automata producer Yosuke Saito (left) and director Yoko Taro (right) during the crossover announcement.

Nier Automata producer Yosuke Saito (left) and director Yoko Taro (right) during the crossover announcement.

FFXIV has already incorporated crossover events with Monster Hunter–which flipped the script on game mechanics to align closer with that series–and Final Fantasy XV that involved a questline starring Noctis. Another new raid called Eden is designed by longtime game designer and Kingdom Hearts director Tetsuya Nomura. And it seems like the MMORPG is going to great lengths to do even more for Nier Automata in the near future.

As for the new expansion, I did a breakdown of the biggest changes and additions coming to FFXIV with Shadowbringers and 5.0 update, which involves many gameplay overhauls along with new Jobs and Races. Shadowbringers launches for PC and PlayStation 4 on July 2, 2019.

New Anthem Update Adds Legendary Missions; First Look At Cataclysm Coming Tomorrow

BioWare has patched in a new update for Anthem, its multiplayer-focused, loot shooter game. This new update, Update 1.2.0, implements several quality-of-life changes in Anthem and also begins to set things up for the game’s upcoming major content drop: the Cataclysm.

Speaking of the Cataclysm, according to a blog post, publisher EA will be providing a “first look” at what the event entails during a livestream on May 30 at 1 PM PT / 4 PM ET / 9 PM BST. EA did not provide exact details about what will be shown during the livestream. You can watch the show on either Twitch or Mixer.

Most of Update 1.2.0 is geared towards quality-of-life changes and bug fixes. However, the update makes improvements to Anthem’s features, creatures, and javelins. The feature changes are minor. Three Emerald Abyss Legendary missions have been added for, for example, and you can now fast travel to striders while in Freeplay. For enemies, Dominion Storm, Frost Brutes, Scar Hunters, and Scar Grenadiers have all been nerfed or made slightly easier to identify and kill. Javelins see updates across the board, with the base damage of a dozen different Ranger, Colossus, Interceptor, and Storm Gears all getting damage boosts.

The full patch notes for Update 1.2.0 can be found on EA’s website. Below, we’ve outlined all the bug fixes coming to the game. There are quite a few. Anthem is available on Xbox One, PS4, and PC. In our Anthem review, Kallie Plagge wrote, “Anthem has good ideas, but it struggles significantly with the execution. It’s a co-op game that works best with no one talking; it buries genuinely interesting character moments and puts its most incomprehensible story bits at the forefront; its combat is exciting until you get to the boss fights and find your wings have been clipped. Even the simple, exhilarating act of flying is frequently interrupted by the limitations of your javelin, and you never quite shake that feeling of disappointment–of knowing, throughout the good parts of Anthem, that you’ll inevitably come crashing back down.”

Anthem Update 1.2.0 Bug Fixes

General

  • Fixed a bug where multiple status effects applied to creatures were not able to be detonated for combos.
  • Inventory slot count at End of Expedition now matches the Forge and Vault
  • Cortex Menu – Various bugs with navigation and opening/closing the cortex have been fixed.
  • Cortex Menu – Fixed issues where some entries could not be ‘mark as read’ or would be become unread
  • New items gained from an expedition will now properly show the new item icon
  • Reduced frequency and intensity of several weapon muzzle flashes and gear effects.
  • Colossus Components Reinforced Hull and Colossal Stock Augment have had several issues with their text descriptions fixed.
  • Fixed an issue where the Javelin’s lower body would twist oddly when strafing and swapping weapons.
  • Resolved errors with the Conductive Lattice Interceptor Component not always providing correct stat bonuses.
  • The Recommended Power values were unintentionally reverted to their original values and have been fixed. The values should now read 425 for GM1, 575 for GM2, and 675 for GM3.

Strongholds

  • General – Fixed various issues where players could get stuck, get outside of the environment, and other art-related issues.
  • Heart of Rage – Fixed an issue where the Monitor’s glaive would rotate oddly during his final animation.
  • Heart of Rage – Fixed an issue where you couldn’t replay the Heart of Rage after selecting to play another mission at the end of expedition screen.
  • Heart of Rage – Fixed an issue where the door closed prematurely preventing players from progressing to the arena.
  • Heart of Rage – Fixed an issue where a player could be party gathered if hovering too close to the door of the second arena.
  • Heart of Rage – Fixed an issue where you would receive no loot if your entire party was downed during the final phase of the titan fight.
  • Heart of Rage – Fixed an issue where the Monitor encounter would break if too much damage was done before the final phase.
  • Sunken Cell – Fixed an issue where the Fury sometimes would collide with rotating pillar on entering the arena.
  • Sunken Cell – Fixed some issues where creatures were unable to path to the player correctly.
  • Sunken Cell – Fixed an issue where the flight suppression progress wasn’t showing for some members of a squad.
  • Sunken Cell – Fixed an issue where Ash Brutes would be able to move while frozen.
  • Sunken Cell – Fixed some issues with the Spanish voice over conversations.
  • Temple of Scar – Fixed an issue where the player could stand inside the shield bubble of the final boss.
  • Temple of Scar – Fixed an issue where the player could be knocked into a cage and trapped in the boss arena.
  • Temple of Scar – Fixed an issue where rejoining a session at the final boss arena would cause the player to spawn outside of the arena and then get party gathered into the arena.
  • Tyrant Mine – Fixed an issue where the icon would appear twice on the Expedition map.
  • Tyrant Mine – Fixed an issue with text missing on the objective.

Missions and Legendary Missions

  • General: Fixed an issue where the Legendary Missions did not unlock after completing Return to the Heart of Rage.
  • General: Fixed an issue where a player could launch a legendary mission that was no longer available on the schedule and would spawn in with no content.
  • General: Fixed an issue where Legendary Missions would be locked until the next mission was available if you started a mission and didn’t complete it.
  • Finding Old Friends – Legendary: Fixed an issue where disconnecting during the mission would cause the mission objectives to disappear and prevent the mission from progressing.
  • Finding Old Friends – Legendary: Fixed an issue where two objective markers were present at the same time.
  • Finding Old Friends (Original and Legendary): Fixed an issue where dying on the “Go to Strider” objective, the player would be respawned across the map.
  • Finding Old Friends: Fixed an issue where dialog wasn’t playing for some players in a squad.
  • Finding Old Friends: Added missing summary text in the Journal entry for completed mission.
  • Finding Old Friends – Legendary: Fixed an issue where players that did not bring both pieces of Ursix meat to gain entry to see Princess Zhim stopped the mission from progressing.
  • Fortress of Dawn: Fixed an issue where players were able to control their EXO during the cinematics.
  • Incursion (Original and Legendary): Fixed an issue with party gather after leaving the interior of the cave.
  • Incursion (Original and Legendary): Fixed an issue with multiple objective markers appearing.
  • Legion of Dawn: Added missing outcome text in the Journal entry for completed mission.
  • Lost Arcanist – Legendary: Fixed an issue where the objective marker was using an incorrect icon.
  • Rescue Haluk – Legendary: Fixed an issue where the mission didn’t progress until all party members arrived at the beginning location.
  • Rescue Haluk – Legendary: Fixed an issue where the move to the lower courtyard objective didn’t appear until all party members reached a specific point.
  • Rescue Haluk: Fixed an issue where the summary did not appear in the Journal after completing the mission.
  • Matthias Contract – Arcanist Runes: Fixed an issue where no enemies were spawning on the last objective.
  • Yarrow – Tempting Target: Fixed an issue where the objective marker was missing.
  • Yarrow – Imposter: Fixed an issue with the text in the Journal when this mission was completed.

Fort Tarsis

  • Fixed an issue where Forge UI appeared during cinematic for Crafting the Dawn Shield.
  • Clarified the objective text for building and equipping the Dawn Shield.
  • Fixed visual issues with the curtains at the entrance to the bar in Fort Tarsis.
  • Adjusted the conversation with Sev in the introduction to the Sunken Cell stronghold to reflect that you’ve spoken with Sev previously.

Environment

  • Fixed various issues where players could get stuck, get outside of the environment, and other art-related issues.

Freeplay/World Events

  • Fixed an issue where scar hatches would sometimes appear and be enabled to enter in the middle of a world event instead of at the end.
  • Reputation rewards – Fixed an issue where reputation points were not being awarded for the Freelancer in Need world event and added reputation points for discovering caves you can enter.
  • Fixed issues with the Arcanist Korox Study world event where dying and respawning was sometimes causing the world event to break and not be able to complete.